The in-RAM save hotkey called gui_saveState(false, true), which runs
dc_serialize() without stopping the emulator. With threaded rendering
on (the default), the SH4 and AICA keep running on the emulator thread
while the input thread serializes, so the state can be torn: memory and
registers from different moments.
Stop and restart around the save like the disk save hotkey and the
in-RAM load hotkey already do.
Co-authored-by: Claude Opus 5.5 <[email protected]>
[ci skip]
Support for localized dates, collation and messages.
Rewrite ini file reader/writer and command line parser.
Standardize all config stuff in the config namespace.
Range for all axes, including triggers, is now [-32768,32767]
Detect trigger direction when mapping and store in mapping file.
sdl: parse controller bindings string to correctly map axes.
Issue #2014
Use actual Panther DC identifier for full controller. Fixes KISS: Psycho
Circus.
Issue #2026
Show current state of mapped gamepad buttons and axes in controller
mapping.
Assume that full axes are roughly centered at start up and determine
which axis are half ones, and the axis direction.
Fixes driving wheel pedals range to the expected [0, 32767].
Issue #2014
Emulator keyboard bindings no longer working when UI is open (Exit).
All-ports mapping not being loaded correctly.
All-ports mapping not working on ports B,C and D.
Restore automatic binding of opposite key/axis.
caused by 64b9e51af0
Add button combination mappping support
- Implement tracking of pressed buttons in GamepadDevice
- Add ability to detect button combinations- Fix mapping system to preserve individual button mappings
- Ensure buttons can work both individually and as part of combinations
- Ensured trigger buttons can be the first button in a combination
- Maintained detection state when binding multiple buttons
- Added special handling to recognize both original and normalized trigger codes
---------
Co-authored-by: James Smith <[email protected]>
Retrieve last frame rgb data (gl, vk, dx9, dx11).
Specific save screenshot code for android, iOS and UWP.
Add Save Screenshot emu key (F12 by default)
vk: defer deletion of in-flight textures when texture cache is cleared.
vk: fix issue when updating imgui textures after a render pass has begun
(achievements)
vk: palette texture not updated after a state has been loaded.
gl: Move opengl-specific stuff into opengl imgui driver.
savestate: Add non compressed header, following by screenshot png data,
before actual savestate.
Issue #842
Saturation reduces or increases the range of analog axes.
Issue #675
Axes values are re-scaled with dead zone to allow small values.
New Gamepad Settings dialog box to set up dead zone, saturation and
rumble/haptic power.
Racing controller, fishing controller and Densha de Go controller
Co-authored-by: Ricardo <[email protected]>
Co-authored-by: Flyinghead <[email protected]>
* cmake: use c++17
* Use std::size
* Use std::make_unique
* Use std::clamp
* Use structured binding
* Use [[fallthrough]]
* Use enable_if_t/is_enum_v/is_integral_v/is_same_v
* Use if constexpr
* Use try_emplace
* Use auto for iterators
* Use inline variables
new vblank event, used by cheats, lua and naomi net
new udp net protocol for naomi. rx/tx on vblank on emu thread.
input: rumble power configurable (Issue #158)
ui: rumble intensity slider, enable/disable upnp
aica: hook to consume midi out
decode midi out to simulate rumble for initd
upnp can now be disabled
ggpo: support for arcade games using keyboard (totd, luptype) and
mouse/rotary encoders (waiwai drive)
Chat and UI now usable when the keyboard is not set to a maple port.
Verify md5 of flash, eeprom, vmus if no savestate used
Use chd header SHA1 as digest
Load .state.net state file at start
Force real BIOS for some games
Use same layout as gamepad arcade for on-screen gamepads (ABXYRL)
map RT and LT to buttons 5 and 6 in arcade
android: Fix non-working fast-forward button
Use maple port in lastAxisValue state
naomi: use default alienfnt buttons: 1-4
Default mappings for arcade and console
Default mappings for arcade stick/hitbox
Proper handling of inverted axes
ggpo: automatic analog setting for arcade games
ggpo: always save delta ram on save_game_state as frames may be rerun
and resaved
Global network online status (ggpo, naomi, modem, bba)
Disable fast forward, cheats and savestates when online.
Handle mutually exclusive buttons (U/D, L/R) in each controller.
Track digital X/Y axes state to allow for proper handling of U+D and
L+R. Issue #334
SDL: Ignore key repeat events